Remi Arnaud is leads the Intel Game Engine Technology team. Previously, Remi worked on the PLAYSTATION 3 SDK as a Graphics Architect at Sony SCEI where he started COLLADA.
Paul Lindberg is an expert in PC game performance and has been with Intel since 1986. He helps game companies get the most out of Intel processors, with a focus on high-performance threading.
Dave Shinsel manages the Intel® GPA tools. Prior to starting up the GPA Tools team, he managed the Intel team that worked onsite with Apple to develop and optimize their graphics driver for the Intel GMA 3100.
Cian Montgomery is the lead software architect of the Intel® GPA tools. He has been the team lead for a number of projects including the Intel® 2700G Multimedia Accelerator for handheld and the Intel® UL11 and US15 Controller Hub for ultra-mobile PC.
Aaron Davies is a Senior Marketing Manager in the Intel Visual Computing Software Development group. He is responsible for graphics software, including performance tools and the Larrabee SDK.
Jeff joined Havok in 2004, working in product and business development helping broaden Havok�s product offering. Previously, Jeff spent 8 years at Autodesk managing product, marketing, and engineering teams, focusing on 3ds Max and Character Studio.
Ganesh Kumar is an Applications Engineer in the Visual Computing Software Division of Intel’s Software Solutions Group, focusing on game performance optimization. He joined Intel in 1999.
Tom Forsyth is a software and hardware architect at Intel working on the Larrabee project. In his past he has written animation middleware for RAD Game Tools, game graphics engines for Muckyfoot Productions and Direct3D video card drivers for 3DLabs.
Michael Abrash is a programmer at RAD Game Tools, working with Intel on the Larrabee project. He is co-author of the Pixomatic software renderer. He worked on Quake at id Software and on Windows NT and Xbox at Microsoft.